Showing posts with label breakstride. Show all posts
Showing posts with label breakstride. Show all posts

Wednesday, June 3, 2015

Today's Card Analysis: Single-minded Girl Riddhe & ♪♪ Harmony

The Japanese card of the day comes from the latest in a series of Harmony units from G-Clan Booster 01: Academy of Divas. Single-minded Girl Riddhe functions like other on-ride units introduced since Generation Stride, bringing with her a non-generation break skill that can be resolved when one will be the second fighter to stride. When used alongside her generation break 2 counterpart, Miracle Voice Lawlis, Riddhe helps form an effective all-around deck that can function well in many different scenarios and against several types of opponents. Riddhe also makes better use of the Harmony mechanics introduced by Academy of Divas, and with proper play can act as a much less situational Alfred for Bermuda Triangle.

AUTO (Vanguard/Rearguard circles): ♪♪ Harmony
CONT (Vanguard circle): Generation break 1: During your turn, this unit gets Power +5000 for each of your units in ♪♪ Harmony.
AUTO: [Counterblast 1, Soulblast 1] When this unit is placed on the vanguard circle, you may pay the cost. If paid, look at up to 5 cards from the top of your deck, search for up to 1 card with the ♪♪ Harmony ability from among them, reveal it to your opponent, put it into your hand, and shuffle that deck.

Riddhe's on-ride counterblast 1 soulblast 1 searches the top 5 cards of the deck for another unit with the Harmony skill, and then adds that unit to hand. Her skill is invaluable when going first, as it's a net +1 in card advantage that lets you search out the pieces of your ♪♪ Harmony strategy. This helps the Bermuda deck stand up to opponents that try to deliberately prevent skills from going off by staying at grade 2, and makes better use of the initial ride than riding a breakride or breakstride grade 3. When going second, Riddhe is still valuable since you can search out either herself or Lawlis from the top 5 cards and immediately discard one of those units to stride during the stride step.

Riddhe's generation break 1 is the first skill to make use of the ♪♪ Harmony ability effectively. To use her, you have to understand how this mechanic works; if any unit (including units that do not have ♪♪ Harmony) is placed in the same column as Riddhe, both units will be in Harmony. If either unit leaves the field, neither is in Harmony. This means that if any units are in Harmony at all, there will always be a minimum of two in that state. Like a pair of idols singing a duet, they're not in Harmony anymore if one of them falls off the stage. Also note that ♪♪ Harmony is not an instance, but a state like rest and stand; it is either on or off, and multiple Harmonies on a single unit cannot be accrued. Because Riddhe's generation break 1 is worded to receive its power bonus for every unit in Harmony, and by nature of the ♪♪ Harmony ability there will always be a minimum of two units in that state, if Riddhe is active at all she will have a +10000 power bonus. If any of your rearguard columns and Riddhe are also in Harmony with their respective boosters, this will translate to a +20000 power boost. If all three columns are in Harmony, Riddhe's power will cap at 41000 power unboosted, completely exceeding the likes of the King of Knights' Vanguard Ezzell or the Liberator of the Round Table Alfred. In terms of raw power, Riddhe is a new frontier.

One problem that Riddhe doesn't entirely solve is the stapling of ♪♪ Harmony to generation break. It's very arguable that because being in Harmony is already a strict condition, Bermuda Triangle's skills ought not to have the generation break restriction attached at all. Generation break requires waiting for several turns for skills to go online, while being in Harmony requires jealously safeguarding one's cards in hand from retire and lock skills by not playing them at all until ♪♪ Harmony can be used. When put together, generation break and ♪♪ Harmony restrictions translate to not playing any rearguards until both cardfighters are at grade 3, and the comparative reward for this passive play is low. Even in the case of Riddhe, whose power output for input dramatically exceeds that of most stride units, this skill synergizes poorly with not playing rearguards until the turn before one uses Riddhe's generation break, and doesn't provide an adequate means of paying back for all the time spent biding. The opponent will generally be at 3 damage by the time Riddhe first goes online, but to use her high power effectively you need them to be at at least 4 damage.

The existing Harmony units are the new first vanguard Akari, the breakstride Lawlis (at left), the grade 1 Shizuku, and the generation break attackers Lurrie and Sanya. Lurrie and Sanya are standard 10000-power and 12000-power grade 1 and grade 2 attackers, but have the additional caveat of needing to be in Harmony to function, with the trade-off that they can attack either a rearguard or a vanguard. Standard generation break attackers can only attack a vanguard for their skill. But Duo and PR♥ISM subclan attackers can already attack both vanguards and rearguards while not needing to wait to be at grade 3 to do so; generation break attackers are already a step backwards from subclan attackers, and so the integration of ♪♪ Harmony with generation break is a further step down. There is a real need for ♪♪ Harmony units that do not need to be at generation break 1 for their skills to resolve.

In the case of Miracle Voice Lawlis, she's intended to synergize with First Lesson Akari (at right). Lawlis' on-stride counterblast returns a rearguard to hand and then draws a card for a net +1, but one of the advantages to this is that it resets Akari's Harmony. Because Lawlis is replaced by the unit that you stride, the Harmony she establishes with Akari when she rides disappears on-stride. Returning Akari to hand lets you play her to a rearguard column and follow her up by playing another rearguard, putting both Akari's generation break and ♪♪ Harmony ability online. Then you can use Akari's skill to put her into the soul, return the rearguard you called to put her in Harmony to hand, and draw another card. If used with the on-return counterblast of Lovely Day for a Walk Emilia from the same set, you can draw yet another card from Emilia for another net +1.

As a modern card advantage deck, the new Bermuda Triangle does have the benefit of being able to draw an extra card for every counterblast available. But unlike its contemporary, post-Generation Stride Oracle Think Tank, the new breed of Bermuda Triangle is discouraged from playing cards early game and has stringent requirements attached while also having no effective means of destroying the opponent at this time.

Drawing more cards on its own does not kill; it is telling that the height of Bermuda Triangle in the history of professional play is the rise of Duo Temptation Reit and her breakride Meer. What does it say that when Bermuda Triangle was given a revival legion in Monthly Bushiroad magazine, the unit created to revive Riviere was a restanding vanguard rather than a unit that supported Riviere herself? Every version of Bermuda Triangle that has placed in a major tournament since Divas' Duet has integrated either the stand skills of Reit, Trois or both. Prior to this, the primary deck for Bermuda Triangle in professional play was PR♥ISM-Promise Labrador, a Phantom Blaster Dragon clone that followed the formula of Death Army Cosmo Lord. Lawlis' generation break 2 is a Labrador for the current generation, dividing up the power and critical bonus into two instances of +5000 power on any two units and an additional critical for herself. Like generation break and Harmony itself, this is a step back from where Bermuda Triangle had progressed; and like virtually every clan of the game's ongoing fifth block, Bermuda Triangle is in danger of falling into a position where a previously existing subclan threatens to overtake the generation break support entirely by picking and choosing which units of the new support to integrate. Decks with strong early and midgame units that don't rely on generation break generally outcompete the new support, adopting the G-perfect defense cards from each set for their unflipping properties, clones of Steam Fighter Amber for their synergy with the existing deck, the stride units themselves and whichever support cards make the least trouble for that subclan's existing base of support. To avoid being overtaken by Duo or PR♥ISM, the Harmony deck needs to justify the long wait time with explosive gameplay.

While Riddhe is the first unit that makes the simultaneous wait for generation break and Harmony worthwhile, that doesn't change the awkward timing with which her massive center lane comes into play. There is an immediate solution in Fighter's Collection 2015, which provided Bermuda Triangle with its current set of strides. In particular, Legend of the Glass Slipper Amoris can return up to two units to hand when stridden, and by using this in conjunction with Lawlis' on-stride skill you can return three rearguards from the field to the hand. This doesn't address the issue of retire and lock potentially taking those rearguards away before Amoris can hit the field, but for the purposes of being able to field your ♪♪ Harmony units without losing access to their skills later, Amoris is a strong play that lets you treat your hand and field as one in the same. With her stride it's possible to field Shizuku and Sanya early on as a 16000-power lane, then when you reach grade 3 stride into Amoris to return both units to hand and call them again to put them in Harmony and set off their skills. The greater concern is if the first clan booster will provide any strides on the level of Amoris in terms of utility, and if the remaining support can do better than Riddhe.

As a whole the ♪♪ Harmony strategy has several holes in it that Academy of Divas has only just begun to address. Riddhe is one of the first cards in the set to make good use of its conditions, by benefiting from every unit in Harmony rather than having a more traditional skill attached to Harmony conditions. If Academy of Divas takes the Riddhe route of gaining bonuses for each Harmonized unit in play, the results will snowball into a strong gameplay variant that stands apart from the old engines.

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Sunday, May 3, 2015

News: Claret Sword, Aurageyser Dragon and Rebel Shadow Paladins Shown in Anime

This morning's Japanese episode of Cardfight!! Vanguard G (ride 27) partially revealed the skills of several upcoming Shadow Paladin cards from G-BT03: Sovereign Star Dragon, including what may be the titular dragon itself. Used by director Kanzaki Yuuichirou, these Shadow Paladins are comprised of a group of dissenters united under Claret Sword Dragon, who in a short novel published in last month's issue of Monthly Bushiroad magazine challenged Blaster Dark “Diablo” for control of the Shadow Paladin clan. Their skills, as best can be reconstructed from the anime and the existing template for these types of cards, are given below.

As Kanzaki's damage zone was not shown at any point after his initial stride, all counterblast costs are conjectural and are based on comparison with existing cards. (Altomile, Chronojet Dragon, Neon Messiah et al.)

11:00 PM Update: Several summaries of the fight conditions added to and expanded on below.

Black Dragon, Claret Sword Dragon/黒竜クラレットソード・ドラゴン
Grade 3/11000 Power/No Shield
(Vanguard circle): Generation break 2: (Active if you have 2 or more face-up G Units in your vanguard circle or generation zone) Unknown
AUTO (Vanguard circle): [Counterblast 1] During your turn, when your G unit strides, you may pay the cost. If you do, search your deck for one grade 1 or less card, and call it to a rearguard circle.

In the episode, Kanzaki first used Claret Sword's on-stride skill to superior call a Night Sky Eagle from his deck. On his second stride, he used the skill to call a second copy of his first vanguard Daffyd from the deck. It is also possible that Claret gives between +2000 and +6000 power to the unit that he superior calls, because when Kanzaki attacks with Giiva boosted by Eagle (normally a 14000 power column) his opponent guards with a 10000 shield trigger from the hand rather than intercepting. Claret's on-stride may return retired units to the deck; see below.

Sovereign Black Dragon, Aurageyser Dragon/覇道黒竜 オーラガイザー・ドラゴン
Grade 4/15000 Power/No Shield
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your vanguard circle from face down.
AUTO (Vanguard circle): [Choose two/one of your rearguards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, until the end of that battle this unit gets Power +10000, search your deck for one/two grade 1 card(s), reveal it to your opponent, put it into your hand, and shuffle that deck.

Some Japanese fans have suggested that Aurageyser retires three cards to search for two, rather than retiring two to search for one. One-for-one has also been put forth. In the episode Kanzaki retired a Daffyd to search for two perfect defense cards; based on him then drive checking a Daffyd and superior calling a second one on his next turn, 2critical theorized a card recycling skill attached to Claret's on-stride effects, but this could also be part of Daffyd's skills or even Aurageyser's. Searching for two perfect defense cards may have actually been the result of multiple skills (both Auragesyer's and Daffyd's) being used in succession. (An animation error showed the Daffyd he drove check being on the field during the activation of Claret Sword's skill during his next turn, but immediately before this the field was empty, and subsequent call animations showed Daffyd being called behind a Night Sky Eagle.)

Knight of ???, Daffyd/☓☓の騎士ダフィド 
AUTO:Forerunner (When a unit of the same clan rides this unit, you may call this unit to a rearguard circle) 
AUTO?: [Generation break 1]:
  • Daffyd's skill may be either a generation break version of Pitch Black Sage Charon's skill or an on-retire search for a grade 1 card.
  • May involve a self-cycling effect that returns Daffyd to the deck; after Daffyd was retired, another copy was drive checked by Kanzaki (manually called on the next turn), and yet another Daffyd was superior called on the next turn.
Knight of Contempt, Giiva/黙殺の騎士ギーヴァ
Grade 2/7000 Power/5000 Shield
AUTO: [Generation break 1] [Choose a card from your hand, and discard it.] When this unit is called to a rearguard circle, you may pay the cost. If you do, draw 2 cards.
  • Kanzaki called Giiva on his grade 2 turn as well, but his hand size matches being unable to use the skill due to not being at generation break.
Night Sky Eagle/ナイトスカイ・イーグル
Grade 1/7000 Power/5000 Shield
AUTO: [Generation break 1] [Choose one of your rearguards, and retire it] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets Power +4000 until the end of that battle.
  • During Kanzaki's final turn of the episode, Eagle was able to attack for 16000 power with Daffyd as its booster, and that Kanzaki's opponent guarded with two separate 5000 shield units.
  • A Night Sky Eagle on Kanzaki's left side of the field was retired by Parititan's on-stride skill.

Name Unknown
Grade 1/6000 Power/5000 Shield
CONT: Sentinel (You may only have up to four cards with "CONT: Sentinel" in a deck)
AUTO: [Choose a card from your hand, and discard it] When this unit is placed on the guardian circle from hand, you may pay the cost. If you do, choose one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle. Then, if you have a card with the same name in your drop zone, choose a card from your damage zone, and turn it face up.
  • Two copies were searched by some combination of Aurageyser and Daffyd.
Knight of ???, Matholwch/☓☓の騎士マソルフ
Grade 1/8000 Power/5000 Shield



White Eagle Knight, Gwawl/白鷲の騎士 グワウル
Grade 2/10000 Power/5000 Shield